Omnimaga
Calculator Community => TI Calculators => TI-BASIC => Topic started by: dragon__lance on April 02, 2006, 01:22:00 pm
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Hey guys! Well, i haven't been around lately, but i have managed to get something done! XD
While looking at some of Kevin's and Tifreak's ASCII graphical rpg's, i've noticed that some of the strings that xlibman uses are huge, and a big pain to program. Plus, i started working on a random side project, "Chrystal Moon", which is planned in ASCII, i needed a map editor. And well here it is!
Controls are explained in Readme, enjoy! :D
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ooh that sound nice I'll try it asap, it was a huge pain to do it by hand >.<
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On a first look it's great!
But Str-9 must be defined for it to work.
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ohhh, whoops! Guess i'll have to take that part out, in the beggining of the pgrm, i use unarchive Str0, if u take that out, it should work perfectly! :oops:
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Great program, and great coding! One suggestion though: make it where you press something like alpha to change the char you are placing instead of taking it back to the list.
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I tried it look very nice! Like kalan said you should make it so you dont have to go to the tile selection screen everytime you want to output a tile. Maybe make it so if you press enter the current tile selected will be immediately put on the map without having to go in the tile selection screen ^^
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gotcha! thanks for the input! I'll try implementing today...
Here's another thing i ran into, there are basically two ways of using strings, first is where the map looks like what itd look like on screen, EX:
"XXXYYY
"XXXYYY
"XXXYYY
would be "XXXYYYXXXYYYXXXYYY"
This way, the first 16 char of the string, is map1, the next 16 char map2, get it?
the other way is somewhat more complex,it's when the whole map is in a row, so there's no structuring...EX:
"XXXYYY
"XXXYYY
"XXXYYY
would be "XXXXXXXXXYYYYYYYYY"
The second way would have to take defines in order to work
This may be a bit hard to understand, but i could really use your input! Which way would u prefer to make a game with?